Other Open Games

Skirmisher

Many rangers rely on spells, but there are some who eschew aid from
divine powers for their own reasons. Skirmishers rely on their wits,
their wisdom, and sometimes even instinct to aid in their quests.

A skirmisher has the following class features:

Hunter’s Tricks

At 5th level, a skirmisher
Ranger learns the use of hunter’s tricks, which typically grant a boon
or bonus to the Ranger or a nearby ally. At 5th level, the Ranger learns
one trick, selected from the list below. At 7th level, and every two
levels thereafter, he learns another trick. A Ranger can use these
tricks a total number of times per day equal to 1/2 his Ranger level +
his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action,
usually an attack action. Once a trick is chosen, it can’t be
retrained. A Ranger cannot select an individual trick more than once.

The following is a list of hunter tricks and their effects.

Aiding Attack (Ex): The Ranger can use this trick as a free action
when he hits a creature with an attack. The next ally who makes an
attack against the target creature before the start of the Ranger’s next
turn gains a +2 circumstance bonus on that attack roll.

Bolster Companion (Ex): The Ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the Ranger to benefit from this trick.

Catfall (Ex): The Ranger can use this trick as an immediate action
when he falls 20 or more feet, ignoring the first 20 feet of the fall
when calculating the falling damage. If the Ranger takes no damage from
the fall, he does not fall prone.

Cunning Pantomime (Ex): As a standard action, the Ranger can communicate with a single creature as if using the tongues spell for 10 minutes. Because the communication is slow and lacks subtlety, the Ranger suffers a –4 penalty on all Bluff and Diplomacy checks relating to the creature he is communicating with when using this trick.

Distracting Attack (Ex): The Ranger can use this trick as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round.

Hateful Attack (Ex): The Ranger can use this trick as a free action
when he makes an attack against one of his favored enemies. The Ranger
doubles the threat range of his weapon for this attack. This does not
stack with other abilities that increase a weapon’s threat range.

Heel (Ex): The Ranger can use this trick as an immediate action when his animal companion moves. When the companion moves, the square it starts out in is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of opportunity against it when it moves from that square. The companion must end this movement in a square adjacent to the Ranger. The animal companion must be able to see and hear the Ranger to take this movement.

Hobbling Attack (Ex): The Ranger can use this trick as a free action when he hits with an attack. The target of the attack’s land speed is reduced by 1/2 for 1d4 rounds.

Quick Climb (Ex): The Ranger can climb at his full speed as a move action without penalty.

Quick Swim (Ex): The Ranger can swim at his full speed as a move action without penalty.

Ranger’s Counsel (Ex): As a swift action,
the Ranger can grant all allies within 30 feet that are within line of
sight and can hear him a +2 bonus on skill checks with a single skill of
his choice. The Ranger must have at least one rank in the chosen skill.
This bonus lasts for 1 round.

Rattling Strike (Ex): The Ranger can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.

Second Chance Strike (Ex): When he misses with a melee attack, the Ranger may reroll his attack at a –5 penalty. Using this ability is an immediate action.

Sic 'Em (Ex): The Ranger can use this trick as a swift action. His animal companion makes one melee attack against an adjacent creature. The animal companion must be able to see and hear the Ranger to make this attack.

Skill Sage (Ex): As a free action,
the Ranger can roll twice on any one skill check and take the better
result. He must have at least 1 rank in that skill to use this ability.

Stag’s Leap (Ex): As a free action, the Ranger can attempt a running jump without moving 10 feet before the jump.

Upending Strike (Ex): The Ranger can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free tripcombat maneuver against the target.

Vengeance Strike (Ex): The Ranger can use this trick as an immediate action
when an enemy adjacent to him hits an ally with a melee or ranged
attack. The Ranger can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.